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@Xkeeper I literally thought nothing changed and had to read your descriptions before I understood what was different here

@KitRedgrave@glitch.social "The eleventh hour" also makes less sense, because it's only midday, not near the end of anything...

@boots@cybre.space I would love a way of embedding pico-8 games on Masto/Pleroma

And that flashy, glitch mess at the end... is probably caused by a bank value being wrong, and incorrectly-formatted, unterminated text being drawn, which overflows the tilemap into other parts of RAM, and eventually consumes the entire game...

I don't know exactly how I'll tackle that yet. .-.;;; It's part of a few lines that required extra work, so I left them out when formatting the rest of the menu text...

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I've already fixed one of those bugs (extra spaces in names), which was caused because I didn't bugtest my code when I originally wrote my variable-width font code, and a register got clobbered. ^^;;;

The dialog boxes that I didn't recognize are actually character-specific dialogue that is in a different format from what the game expects there, so that's why they are completely broken. I'll look for those code references later, I guess...

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flashing, glitchy graphics 

And some other things, well... ... ... >.>;;;;;;;;

I still have lots of work left, I guess...

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Well... I have some things working that weren't before, now! ^w^ Almost all menu dialogue has been formatted and inserted, and things look pretty good!

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Did you know that it’s a good day to hug your fox? It’s true!

One hundred and seventy-two percent of foxes surveyed* indicated that they are fond of hugs and affection! Also scratching behind their ears!

*Please note that touching a fox without permission is not advised. Survey results may have been skewed by over-exuberant foxes who answered multiple times. We are not responsible for any unintended side effects such as being loved forever, nibbling, inability to remove fur from clothes...

I can't do math today. 0x649F + 1 is not 0x649A... >.>;;;;;

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I'm not even in gamedev and even *I* know Game Development Is Hard.

Any dumb speedrun trick is not the fault of "lazy developers," stop saying that for the love of god, speedrunners.

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Watching someone speedrun a game called Valley and the runner keeps calling the developers lazy.

STOP 👏 CALLING 👏 DEVELOPERS 👏 LAZY 👏👏👏

Good morning, I'm asleep now... I mean awake... z.z;;;

Okies, I'm falling asleep at my desk, so I think I should sleep for a while, and keep working tomorrow... z.z

Good night, everybody... 💖

I don't even understand how I made this work, but I made it work...!

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@devurandom@cybre.space @KitRedgrave@glitch.social They used tiles for everything except speech bubbles (like the HUD, in the bottom-right of that last screenshot, for example). Larger text is 12x12, I'm guessing partly for readability and partly because it uses lots of kanji. But because 12x12 doesn't line up on an 8x8 boundary, they can't use tiles for it without duplicating a LOT of tiles (since they would have to draw every single line of text in graphics, and there are well over 2000 lines of text in this game!).

@KitRedgrave@glitch.social I remember spending quite a few days stepping through and commenting that function in the disassembly until I understood exactly what it was doing... ^^;;;

It was a really fun moment when I realized how I could implement the variable-width font, too. ^w^ I originally though I would need separate code paths for every letter width, until I realized something about how letters are drawn that I could exploit and make my code much more concise...

@KitRedgrave@glitch.social Because I had the disassembly handy, I could use that for reference, too, so most of my code is based on that, but instead of always moving forwards 12 pixels (the original font width), it reads from a table based on what letter it drew and moves forwards that amount instead.

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